ghostty/src/renderer/Thread.zig
2022-10-31 09:44:36 -07:00

197 lines
6.3 KiB
Zig

//! Represents the renderer thread logic. The renderer thread is able to
//! be woken up to render.
pub const Thread = @This();
const std = @import("std");
const builtin = @import("builtin");
const glfw = @import("glfw");
const libuv = @import("libuv");
const renderer = @import("../renderer.zig");
const gl = @import("../opengl.zig");
const Allocator = std.mem.Allocator;
const log = std.log.scoped(.renderer_thread);
/// The main event loop for the application. The user data of this loop
/// is always the allocator used to create the loop. This is a convenience
/// so that users of the loop always have an allocator.
loop: libuv.Loop,
/// This can be used to wake up the renderer and force a render safely from
/// any thread.
wakeup: libuv.Async,
/// This can be used to stop the renderer on the next loop iteration.
stop: libuv.Async,
/// The timer used for rendering
render_h: libuv.Timer,
/// The windo we're rendering to.
window: glfw.Window,
/// The underlying renderer implementation.
renderer: *renderer.Renderer,
/// Pointer to the shared state that is used to generate the final render.
state: *renderer.State,
/// Initialize the thread. This does not START the thread. This only sets
/// up all the internal state necessary prior to starting the thread. It
/// is up to the caller to start the thread with the threadMain entrypoint.
pub fn init(
alloc: Allocator,
window: glfw.Window,
renderer_impl: *renderer.Renderer,
state: *renderer.State,
) !Thread {
// We always store allocator pointer on the loop data so that
// handles can use our global allocator.
const allocPtr = try alloc.create(Allocator);
errdefer alloc.destroy(allocPtr);
allocPtr.* = alloc;
// Create our event loop.
var loop = try libuv.Loop.init(alloc);
errdefer loop.deinit(alloc);
loop.setData(allocPtr);
// This async handle is used to "wake up" the renderer and force a render.
var wakeup_h = try libuv.Async.init(alloc, loop, wakeupCallback);
errdefer wakeup_h.close((struct {
fn callback(h: *libuv.Async) void {
const loop_alloc = h.loop().getData(Allocator).?.*;
h.deinit(loop_alloc);
}
}).callback);
// This async handle is used to stop the loop and force the thread to end.
var stop_h = try libuv.Async.init(alloc, loop, stopCallback);
errdefer stop_h.close((struct {
fn callback(h: *libuv.Async) void {
const loop_alloc = h.loop().getData(Allocator).?.*;
h.deinit(loop_alloc);
}
}).callback);
// The primary timer for rendering.
var render_h = try libuv.Timer.init(alloc, loop);
errdefer render_h.close((struct {
fn callback(h: *libuv.Timer) void {
const loop_alloc = h.loop().getData(Allocator).?.*;
h.deinit(loop_alloc);
}
}).callback);
return Thread{
.loop = loop,
.wakeup = wakeup_h,
.stop = stop_h,
.render_h = render_h,
.window = window,
.renderer = renderer_impl,
.state = state,
};
}
/// Clean up the thread. This is only safe to call once the thread
/// completes executing; the caller must join prior to this.
pub fn deinit(self: *Thread) void {
// Get a copy to our allocator
const alloc_ptr = self.loop.getData(Allocator).?;
const alloc = alloc_ptr.*;
// Schedule our handles to close
self.stop.close((struct {
fn callback(h: *libuv.Async) void {
const handle_alloc = h.loop().getData(Allocator).?.*;
h.deinit(handle_alloc);
}
}).callback);
self.wakeup.close((struct {
fn callback(h: *libuv.Async) void {
const handle_alloc = h.loop().getData(Allocator).?.*;
h.deinit(handle_alloc);
}
}).callback);
self.render_h.close((struct {
fn callback(h: *libuv.Timer) void {
const handle_alloc = h.loop().getData(Allocator).?.*;
h.deinit(handle_alloc);
}
}).callback);
// Run the loop one more time, because destroying our other things
// like windows usually cancel all our event loop stuff and we need
// one more run through to finalize all the closes.
_ = self.loop.run(.default) catch |err|
log.err("error finalizing event loop: {}", .{err});
// Dealloc our allocator copy
alloc.destroy(alloc_ptr);
self.loop.deinit(alloc);
}
/// The main entrypoint for the thread.
pub fn threadMain(self: *Thread) void {
// Call child function so we can use errors...
self.threadMain_() catch |err| {
// In the future, we should expose this on the thread struct.
log.warn("error in renderer err={}", .{err});
};
}
fn threadMain_(self: *Thread) !void {
// Run our thread start/end callbacks. This is important because some
// renderers have to do per-thread setup. For example, OpenGL has to set
// some thread-local state since that is how it works.
try self.renderer.threadEnter(self.window);
defer self.renderer.threadExit();
// Set up our async handler to support rendering
self.wakeup.setData(self);
defer self.wakeup.setData(null);
// Set up our timer and start it for rendering
self.render_h.setData(self);
defer self.render_h.setData(null);
try self.wakeup.send();
// Run
log.debug("starting renderer thread", .{});
defer log.debug("exiting renderer thread", .{});
_ = try self.loop.run(.default);
}
fn wakeupCallback(h: *libuv.Async) void {
const t = h.getData(Thread) orelse {
// This shouldn't happen so we log it.
log.warn("render callback fired without data set", .{});
return;
};
// If the timer is already active then we don't have to do anything.
const active = t.render_h.isActive() catch true;
if (active) return;
// Timer is not active, let's start it
t.render_h.start(renderCallback, 10, 0) catch |err|
log.warn("render timer failed to start err={}", .{err});
}
fn renderCallback(h: *libuv.Timer) void {
const t = h.getData(Thread) orelse {
// This shouldn't happen so we log it.
log.warn("render callback fired without data set", .{});
return;
};
t.renderer.render(t.window, t.state) catch |err|
log.warn("error rendering err={}", .{err});
}
fn stopCallback(h: *libuv.Async) void {
h.loop().stop();
}